XCOM 2
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[WOTC] Leviathan Extended Squad Size
   
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Jan 16, 2021 @ 4:51pm
Apr 5, 2024 @ 5:58am
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[WOTC] Leviathan Extended Squad Size

Description
What is this?
This mod is basically a clone of One Squad On Avenger Defense made with permission.
Except this mod affects the final missions 'Broadcast Tower' and 'Operation Leviathan' and sets the squad limit to whatever is in the config.

The default size in the configs is 15 soldiers. (plus 2 from expected squad size upgrades, plus the Commander, so 18 in total).

Why ?
I found in my playthrough with mods like;and a host of improved enemy/avatar mods etc, my little team (of 6 colonels, 1 SPARK) really struggle in an otherwise 'balanced' game for this last mission.

This is an attempt to balance that by allowing you to bring more soldiers on the finale.
Also lets you set the squad size for the broadcast tower, and makes both missions respect purchased squad size unlocks, including those from
More Squad Size Upgrades or
Robo-Squad MSSU (Hopefully!)

Has automatic compatibility with Covert Infiltration .
Default is 3x a normal squad of 6 ... 15 slots + 2x SquadSize Upgrades + the commander ... or 18 units in mission.

Can be installed mid-campaign.

Known Issues
The changes are made on load to a strategy save, so might not correctly work out squad size if you load a save, buy the upgrades and launch direct into Leviathan. Should work fine as long as the Squad Size Upgrades are purchased prior to loading into the save for the mission.
I could have made it also update on purchase of a squad size upgrade but this seemed really intrusive, so I opted for On Load To Strategy.
Won't work for a mid tactical battle save/load.
No others that I know of. It just increases the squad size for the finale missions.

Should work fine with Requiem Of Man but I didn't test it.
No idea on the interaction with LWotC, but as long as they don't change the mission type of the final missions, should be fine. Might be out from a balance perspective.

As this is a mod to affect the final mission only it's actually really difficult to test it, in this respect I'd be greatful for bug reports and confirmation reports. I have left the mods logging functions turned on by default if they are needed.
I apologise in advance if it messes up anyone's final missions !!

Credits and Thanks
Many thanks to Xymanek(Astral Descend) for the mod this literally based the code from and permission to use it.
Many thanks to RoboJumper for helping me to understand some crucial logic/knowledge I was lacking that makes this all work. Sorry for all the questions and pestering about squad size!
As always thanks to all the good people on the XCom2 Modders Discord.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
49 Comments
General Anakin Skywalker Apr 27 @ 6:49pm 
And I chose to take like u :
Diverse Pods by Force Level
Dance of Chosen
Faithful Avatars

It's gonna be difficult even with 20 soldiers?
General Anakin Skywalker Apr 27 @ 6:09pm 
When I take More Squad Size Upgrades or Robo-Squad MSSU to have + 2 soldiers, when I launch a mission I can only bring 3 soldiers without the upgrade and 5 maximum with the upgrade
When I delete it, I can bring 12 people in any mission (with robotjumper squad only).
What can I do?
Rea Apr 7 @ 12:07pm 
how can i ajust squad size for basic mission ?
cause i guess im having a bug that i can have only 5 soliders ........
Lebowskichild Mar 17, 2024 @ 3:53am 
@biddix.brandt78 Follow the path to where the mods config folder is. Something similar to this.

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2364381878\Config

Open the XComGame.ini

Follow the instructions/information in that file to change the squad size to whatever suits.
biddix.brandt78 Mar 17, 2024 @ 2:37am 
For an ignoramus with no idea how: How would I adjust the modded squad size?
Lebowskichild Feb 25, 2024 @ 11:06am 
Oh well, I guess I'll see whether my personal edits work on the Chosen chambers and the other couple modded mission types for now. I'll keep digging to see what can be done about the base game missions.

Thanks again for your replies and info @Stukov81-T.TV & @RustyDios
Stukov81-T.TV Feb 25, 2024 @ 8:15am 
Some missions indeed can be either Assault or Infiltrations. I don't know of the top of my head now which are those.
Lebowskichild Feb 25, 2024 @ 5:14am 
Thanks @RustyDios & @Stukov81-T.TV for the responses.

I have edited a number of missions into the config but other than the Gatecrasher one I am yet to get to the Chosen chamber mission for instance, or the Skirmisher Emergency Extraction mission from Additional Mission Types Redux.

I did use the sType for Gatecrasher's Covert Infiltration mod and it didn't seem to work, so that may be just a problem with that particular mission as it's unique. But knowing that it is indeed the sType that I need is something I was hoping to have confirmed so thank you for that.

I don't want the infiltration missions being affected by my changes, just SOME of the assault missions. One of my concerns is that the types can be used in either assault OR infiltrations. @Stukov81-T.TV would you know anything about that as you seem to use CI?
Stukov81-T.TV Feb 25, 2024 @ 3:51am 
It is not that difficult to do some things like these yourself, but oviously it is not what this mod was made for so do it at your own risk.

one important thing is that the mission type is the stype of the mission. Now you just look up the stype of the mission you want to adapt and put in the config file.

Though that whole thing does not work for Infiltrations.

There may be a mod or two out there somewhere where such a thing has been attempted
RustyDios  [author] Feb 25, 2024 @ 3:24am 
I could write up how to do this. In short it involves copying the config lines for new mission types -- and the approach might not work in CI or LWotC or Requiem as those mods also do effectively the same thing to some missions.

BUT! - the code used here was borrowed with permission from Xymanek's "One Squad for Avenger Defence" -- with the singular allowance for it to be used on the Broadcast and Leviathan missions. Permissions to extend that code as a general "edit mission templates" was not given ...

So the point is that this mod *can* do that, because for convenience to myself I made this config editable ... I'm tied-up from explaining *exactly how* to do this.

~ Sorry that is not the response you were wanting. Good Luck figuring out what parts to copy/edit :)